Throwing Tracetory & Damage Indicators
The internal testing went pretty well in the previous week giving us two weeks before the beta is released. The focus this week was polishing systems that had been started. At this point new content wouldn’t be added.


The internal testing went pretty well in the previous week giving us two weeks before the beta is released. The focus this week was polishing systems that had been started. At this point new content wouldn’t be added.
Weekly Accomplishments
The following are the tasks that have been completed.
Damage Indicators
Object Throwing
Object Tracetory
Damage Component
Area Damage Component
This week's achievements include:
Damage Indicators: Implemented visual indicators to display damage inflicted, enhancing player feedback during combat.
Object Throwing: Developed functionality for throwing objects within the game environment, adding a new dynamic to gameplay.
Object Trajectory: Added visible trajectories to throwable objects, improving player understanding and accuracy when throwing.
Damaged Components: Introduced a new component for handling damage, streamlining the process of routing damage through the server and enhancing network efficiency.
Sphere Damage Component: Implemented a component specifically for area damage, extending functionality from the base damage component.
Animation Bug Fixes and Events: Addressed animation bugs and implemented specific events to enhance animation.
Weekly Problems & Rating
Challenges encountered include:
Assumptions Due to Lack of Design: Faced difficulties in certain areas, such as object throwing and trajectory, due to a lack of detailed design documentation.
While the week was productive, there is a need for extensive polishing and bug fixing in preparation for the upcoming beta release.
Future Plans
Looking ahead to the next week, the focus will be on:
Polishing existing systems and addressing bugs.
Further refinement of the object throwing mechanics, potentially introducing throwable objects with explosive properties using the damage component.